622 lines
23 KiB
C++
622 lines
23 KiB
C++
/****************************************************************************
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* MeshLab o o *
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* A versatile mesh processing toolbox o o *
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* _ O _ *
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* Copyright(C) 2005 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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#ifndef VORONOI_PROCESSING_H
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#define VORONOI_PROCESSING_H
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#include <vcg/complex/algorithms/geodesic.h>
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#include <vcg/complex/algorithms/update/color.h>
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namespace vcg
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{
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namespace tri
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{
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template <class MeshType>
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class ClusteringSampler
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{
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public:
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typedef typename MeshType::VertexType VertexType;
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ClusteringSampler(std::vector<VertexType *> &_vec): sampleVec(_vec)
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{
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sampleVec = _vec;
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}
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std::vector<VertexType *> &sampleVec;
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void AddVert(const VertexType &p)
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{
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sampleVec.push_back((VertexType *)(&p));
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}
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}; // end class ClusteringSampler
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struct VoronoiProcessingParameter
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{
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enum {
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None=0,
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DistanceFromSeed=1,
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DistanceFromBorder=2,
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RegionArea=3
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};
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VoronoiProcessingParameter()
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{
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colorStrategy = DistanceFromSeed;
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areaThresholdPerc=0;
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deleteUnreachedRegionFlag=false;
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}
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int colorStrategy;
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float areaThresholdPerc;
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bool deleteUnreachedRegionFlag;
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};
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template <class MeshType, class DistanceFunctor = EuclideanDistance<MeshType> >
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class VoronoiProcessing
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{
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typedef typename MeshType::CoordType CoordType;
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typedef typename MeshType::ScalarType ScalarType;
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typedef typename MeshType::VertexType VertexType;
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typedef typename MeshType::VertexPointer VertexPointer;
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typedef typename MeshType::VertexIterator VertexIterator;
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typedef typename MeshType::FacePointer FacePointer;
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typedef typename MeshType::FaceIterator FaceIterator;
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typedef typename MeshType::FaceType FaceType;
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typedef typename MeshType::FaceContainer FaceContainer;
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public:
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// Given a vector of point3f it finds the closest vertices on the mesh.
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static void SeedToVertexConversion(MeshType &m,std::vector<CoordType> &seedPVec,std::vector<VertexType *> &seedVVec)
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{
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typedef typename vcg::SpatialHashTable<VertexType, ScalarType> HashVertexGrid;
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seedVVec.clear();
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HashVertexGrid HG;
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HG.Set(m.vert.begin(),m.vert.end());
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const float dist_upper_bound=m.bbox.Diag()/10.0;
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typename std::vector<CoordType>::iterator pi;
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for(pi=seedPVec.begin();pi!=seedPVec.end();++pi)
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{
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float dist;
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VertexPointer vp;
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vp=tri::GetClosestVertex<MeshType,HashVertexGrid>(m, HG, *pi, dist_upper_bound, dist);
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if(vp)
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{
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seedVVec.push_back(vp);
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}
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}
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}
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typedef typename MeshType::template PerVertexAttributeHandle<VertexPointer> PerVertexPointerHandle;
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typedef typename MeshType::template PerFaceAttributeHandle<VertexPointer> PerFacePointerHandle;
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static void ComputePerVertexSources(MeshType &m, std::vector<VertexType *> &seedVec, DistanceFunctor &df)
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{
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tri::Allocator<MeshType>::DeletePerVertexAttribute(m,"sources"); // delete any conflicting handle regardless of the type...
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PerVertexPointerHandle vertexSources = tri::Allocator<MeshType>:: template AddPerVertexAttribute<VertexPointer> (m,"sources");
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tri::Allocator<MeshType>::DeletePerFaceAttribute(m,"sources"); // delete any conflicting handle regardless of the type...
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PerFacePointerHandle faceSources = tri::Allocator<MeshType>:: template AddPerFaceAttribute<VertexPointer> (m,"sources");
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assert(tri::Allocator<MeshType>::IsValidHandle(m,vertexSources));
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tri::Geodesic<MeshType>::Compute(m,seedVec,df,std::numeric_limits<ScalarType>::max(),0,&vertexSources);
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}
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static void VoronoiColoring(MeshType &m, std::vector<VertexType *> &seedVec, bool frontierFlag=true)
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{
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PerVertexPointerHandle sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
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assert(tri::Allocator<MeshType>::IsValidHandle(m,sources));
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tri::Geodesic<MeshType> g;
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VertexPointer farthest;
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if(frontierFlag)
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{
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//static_cast<VertexPointer>(NULL) has been introduced just to avoid an error in the MSVS2010's compiler confusing pointer with int. You could use nullptr to avoid it, but it's not supported by all compilers.
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//The error should have been removed from MSVS2012
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std::pair<float,VertexPointer> zz(0.0f,static_cast<VertexPointer>(NULL));
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std::vector< std::pair<float,VertexPointer> > regionArea(m.vert.size(),zz);
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std::vector<VertexPointer> borderVec;
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std::vector<FacePointer> cornerVec;
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std::vector<FacePointer> borderCornerVec;
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GetAreaAndFrontier(m, sources, regionArea, borderVec, cornerVec, borderCornerVec);
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tri::Geodesic<MeshType>::Compute(m,borderVec);
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}
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tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
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}
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// It associates the faces with a given vertex according to the vertex associations
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//
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// It READS the PerVertex attribute 'sources'
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// It WRITES the PerFace attribute 'sources'
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static void FaceAssociateRegion(MeshType &m)
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{
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PerFacePointerHandle faceSources = tri::Allocator<MeshType>:: template GetPerFaceAttribute<VertexPointer> (m,"sources");
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PerVertexPointerHandle vertexSources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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{
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faceSources[fi]=0;
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std::vector<VertexPointer> vp(3);
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for(int i=0;i<3;++i) vp[i]=vertexSources[fi->V(i)];
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for(int i=0;i<3;++i) // First try to associate to the most reached vertex
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{
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if(vp[0]==vp[1] && vp[0]==vp[2]) faceSources[fi] = vp[0];
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else
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{
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if(vp[0]==vp[1] && vp[0]->Q()< vp[2]->Q()) faceSources[fi] = vp[0];
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if(vp[0]==vp[2] && vp[0]->Q()< vp[1]->Q()) faceSources[fi] = vp[0];
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if(vp[1]==vp[2] && vp[1]->Q()< vp[0]->Q()) faceSources[fi] = vp[1];
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}
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}
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}
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tri::UpdateTopology<MeshType>::FaceFace(m);
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int unassCnt=0;
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do
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{
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unassCnt=0;
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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{
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if(faceSources[fi]==0)
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{
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std::vector<VertexPointer> vp(3);
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for(int i=0;i<3;++i)
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vp[i]=faceSources[fi->FFp(i)];
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if(vp[0]!=0 && (vp[0]==vp[1] || vp[0]==vp[2]))
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faceSources[fi] = vp[0];
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else if(vp[1]!=0 && (vp[1]==vp[2]))
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faceSources[fi] = vp[1];
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else
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faceSources[fi] = std::max(vp[0],std::max(vp[1],vp[2]));
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if(faceSources[fi]==0) unassCnt++;
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}
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}
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}
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while(unassCnt>0);
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}
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// Select all the faces with a given source vertex <vp>
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// It reads the PerFace attribute 'sources'
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static int FaceSelectAssociateRegion(MeshType &m, VertexPointer vp)
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{
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PerFacePointerHandle sources = tri::Allocator<MeshType>:: template FindPerFaceAttribute<VertexPointer> (m,"sources");
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assert(tri::Allocator<MeshType>::IsValidHandle(m,sources));
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tri::UpdateSelection<MeshType>::Clear(m);
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int selCnt=0;
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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{
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if(sources[fi]==vp)
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{
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fi->SetS();
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++selCnt;
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}
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}
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return selCnt;
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}
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// Given a seed <vp>, it selects all the faces that have the minimal distance vertex sourced by the given <vp>.
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// <vp> can be null (it search for unreached faces...)
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// returns the number of selected faces;
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//
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// It reads the PerVertex attribute 'sources'
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static int FaceSelectRegion(MeshType &m, VertexPointer vp)
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{
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PerVertexPointerHandle sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
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assert(tri::Allocator<MeshType>::IsValidHandle(m,sources));
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tri::UpdateSelection<MeshType>::Clear(m);
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int selCnt=0;
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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{
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int minInd = 0; float minVal=std::numeric_limits<float>::max();
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for(int i=0;i<3;++i)
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{
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if((*fi).V(i)->Q()<minVal)
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{
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minInd=i;
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minVal=(*fi).V(i)->Q();
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}
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}
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if( sources[(*fi).V(minInd)] == vp)
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{
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fi->SetS();
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selCnt++;
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}
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}
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return selCnt;
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}
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/// Given a mesh with geodesic sources for all vertexes
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/// (e.g. for all vertexes we know what is the corresponding voronoi region)
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/// we compute Area of all the regions
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/// Area is computed only for triangles that fully belong to a given source.
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static void GetAreaAndFrontier(MeshType &m, PerVertexPointerHandle &sources,
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std::vector< std::pair<float,VertexPointer> > ®ionArea,
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std::vector<VertexPointer> &borderVec,
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std::vector<FacePointer> &cornerVec,
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std::vector<FacePointer> &borderCornerVec)
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{
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tri::UpdateFlags<MeshType>::VertexClearV(m);
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cornerVec.clear();
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borderVec.clear();
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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{
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VertexPointer s0 = sources[(*fi).V(0)];
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VertexPointer s1 = sources[(*fi).V(1)];
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VertexPointer s2 = sources[(*fi).V(2)];
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if((s0 != s1) || (s0 != s2) )
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{
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for(int i=0;i<3;++i)
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borderVec.push_back(fi->V(i));
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if(s1!=s2 && s0!=s1 && s0!=s2) {
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cornerVec.push_back(&*fi);
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}
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else
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{
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for(int i=0;i<3;++i)
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{
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if(sources[(*fi).V0(i)] != sources[(*fi).V1(i)] && fi->IsB(i))
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borderCornerVec.push_back(&*fi);
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}
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}
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}
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else // the face belongs to a single region; accumulate area;
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{
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if(s0 != 0)
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{
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int seedIndex = tri::Index(m,s0);
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regionArea[seedIndex].first+=DoubleArea(*fi)*0.5f;
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regionArea[seedIndex].second=s0;
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}
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}
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}
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}
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static void ConvertVoronoiDiagramToMesh(MeshType &m, MeshType &outM, MeshType &poly, std::vector<VertexType *> &seedVec, DistanceFunctor &df, VoronoiProcessingParameter &vpp )
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{
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typename MeshType::template PerVertexAttributeHandle<VertexPointer> sources;
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sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
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tri::Geodesic<MeshType>::Compute(m,seedVec, df,std::numeric_limits<ScalarType>::max(),0,&sources);
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std::map<VertexPointer,int> seedMap;
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for(size_t i=0;i<seedVec.size();++i)
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seedMap[seedVec[i]]=i;
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std::pair<float,VertexPointer> zz(0.0f,VertexPointer(NULL));
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std::vector< std::pair<float,VertexPointer> > regionArea(m.vert.size(),zz);
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std::vector<VertexPointer> borderVec;
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std::vector<FacePointer> cornerVec;
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std::vector<FacePointer> borderCornerVec;
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GetAreaAndFrontier(m, sources, regionArea, borderVec, cornerVec, borderCornerVec);
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outM.Clear();
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poly.Clear();
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std::map<FacePointer,int> cornerMap;
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for(size_t i=0;i<cornerVec.size();++i)
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cornerMap[cornerVec[i]]=i;
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for(size_t i=0;i<borderCornerVec.size();++i)
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cornerMap[borderCornerVec[i]]=i;
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tri::Allocator<MeshType>::AddVertices(outM,seedVec.size()+cornerVec.size()+borderCornerVec.size());
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for(size_t i=0;i<seedVec.size();++i){
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outM.vert[i].P()=seedVec[i]->P();
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outM.vert[i].C()=Color4b::White;
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}
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int cOff = seedVec.size();
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for(size_t i=0;i<cornerVec.size();++i)
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{
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outM.vert[cOff+i].P()=vcg::Barycenter(*(cornerVec[i]));
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outM.vert[cOff+i].C()=Color4b::Gray;
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}
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int bcOff =seedVec.size()+cornerVec.size();
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for(size_t i=0;i<borderCornerVec.size();++i)
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outM.vert[bcOff+i].P()=vcg::Barycenter(*(borderCornerVec[i]));
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tri::Append<MeshType,MeshType>::MeshCopy(poly,outM);
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// There is a voronoi edge if there are two corner face that share two sources.
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// In such a case we add a pair of triangles with an edge connecting these two corner faces
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// and with the two involved sources
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// For each pair of adjacent sources we store the first of the two corner that we encounter.
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std::map<std::pair<VertexPointer,VertexPointer>, FacePointer > VoronoiEdge;
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// First Loop build all the triangles connecting seeds with voronoi edges
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// we loop over the edges and build two triangles for each edge
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for(size_t i=0;i<cornerVec.size();++i)
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{
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for(int j=0;j<3;++j)
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{
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VertexPointer v0 = sources[cornerVec[i]->V0(j)];
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VertexPointer v1 = sources[cornerVec[i]->V1(j)];
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if(v1<v0) std::swap(v0,v1); assert(v1!=v0);
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if(VoronoiEdge[std::make_pair(v0,v1)] == 0)
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VoronoiEdge[std::make_pair(v0,v1)] = cornerVec[i];
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else
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{
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int otherCorner = cornerMap[VoronoiEdge[std::make_pair(v0,v1)]];
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VertexPointer corner0 = &(outM.vert[cOff+i]);
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VertexPointer corner1 = &(outM.vert[cOff+otherCorner]);
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FaceIterator fi;
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fi = tri::Allocator<MeshType>::AddFace(outM,&(outM.vert[seedMap[v0]]), corner0, corner1);
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fi->SetF(0); fi->SetF(2);
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fi = tri::Allocator<MeshType>::AddFace(outM,&(outM.vert[seedMap[v1]]), corner1, corner0);
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fi->SetF(0); fi->SetF(2);
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tri::Allocator<MeshType>::AddEdge(poly,&(poly.vert[tri::Index(outM,corner0)]),&(poly.vert[tri::Index(outM,corner1)]) );
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}
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}
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}
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// Now build the boundary facets:
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// Two cases:
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// - triangles with an edge on the boundary that connects two bordercorner face.
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// - triangles with only a vertex on the border and an internal 'corner'
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for(size_t i=0;i<borderCornerVec.size();++i)
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{
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VertexPointer v0 = sources[borderCornerVec[i]->V(0)];
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VertexPointer v1 = sources[borderCornerVec[i]->V(1)];
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if(v1==v0) v1 = sources[borderCornerVec[i]->V(2)];
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if(v1<v0) std::swap(v0,v1); assert(v1!=v0);
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if(VoronoiEdge[std::make_pair(VertexPointer(0),v0)] == 0)
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VoronoiEdge[std::make_pair(VertexPointer(0),v0)] = borderCornerVec[i];
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else
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{
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int otherCorner = cornerMap[VoronoiEdge[std::make_pair(VertexPointer(0),v0)]];
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VertexPointer corner0 = &(outM.vert[bcOff+i]);
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VertexPointer corner1 = &(outM.vert[bcOff+otherCorner]);
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FaceIterator fi = tri::Allocator<MeshType>::AddFace(outM,&(outM.vert[seedMap[v0]]), corner0, corner1);
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fi->SetF(0);fi->SetF(2);
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tri::Allocator<MeshType>::AddEdge(poly,&(poly.vert[tri::Index(outM,corner0)]),&(poly.vert[tri::Index(outM,corner1)]) );
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}
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if(VoronoiEdge[std::make_pair(VertexPointer(0),v1)] == 0)
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VoronoiEdge[std::make_pair(VertexPointer(0),v1)] = borderCornerVec[i];
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else
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{
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int otherCorner = cornerMap[VoronoiEdge[std::make_pair(VertexPointer(0),v1)]];
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VertexPointer corner0 = &(outM.vert[bcOff+i]);
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VertexPointer corner1 = &(outM.vert[bcOff+otherCorner]);
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FaceIterator fi = tri::Allocator<MeshType>::AddFace(outM,&(outM.vert[seedMap[v1]]), corner0, corner1);
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fi->SetF(0);fi->SetF(2);
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tri::Allocator<MeshType>::AddEdge(poly,&(poly.vert[tri::Index(outM,corner0)]),&(poly.vert[tri::Index(outM,corner1)]) );
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}
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assert(VoronoiEdge[std::make_pair(v0,v1)]!=0);
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int otherCorner = cornerMap[VoronoiEdge[std::make_pair(v0,v1)]];
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VertexPointer corner0 = &(outM.vert[bcOff+i]);
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VertexPointer corner1 = &(outM.vert[cOff+otherCorner]);
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FaceIterator fi = tri::Allocator<MeshType>::AddFace(outM,&(outM.vert[seedMap[v0]]), corner0, corner1);
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fi->SetF(0);fi->SetF(2);
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fi = tri::Allocator<MeshType>::AddFace(outM,&(outM.vert[seedMap[v1]]), corner0, corner1);
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fi->SetF(0);fi->SetF(2);
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tri::Allocator<MeshType>::AddEdge(poly,&(poly.vert[tri::Index(outM,corner0)]),&(poly.vert[tri::Index(outM,corner1)]) );
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}
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}
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static void DeleteUnreachedRegions(MeshType &m, PerVertexPointerHandle &sources)
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{
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tri::UpdateFlags<MeshType>::VertexClearV(m);
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for(size_t i=0;i<m.vert.size();++i)
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if(sources[i]==0) m.vert[i].SetV();
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|
|
|
for(FaceIterator fi=m.face.begin(); fi!=m.face.end();++fi)
|
|
if(fi->V(0)->IsV() || fi->V(1)->IsV() || fi->V(2)->IsV() )
|
|
{
|
|
face::VFDetach(*fi);
|
|
tri::Allocator<MeshType>::DeleteFace(m,*fi);
|
|
}
|
|
// qDebug("Deleted faces not reached: %i -> %i",int(m.face.size()),m.fn);
|
|
tri::Clean<MeshType>::RemoveUnreferencedVertex(m);
|
|
tri::Allocator<MeshType>::CompactEveryVector(m);
|
|
}
|
|
|
|
static void VoronoiRelaxing(MeshType &m, std::vector<VertexType *> &seedVec, int relaxIter, DistanceFunctor &df, VoronoiProcessingParameter &vpp, vcg::CallBackPos *cb=0)
|
|
{
|
|
tri::RequireVFAdjacency(m);
|
|
tri::UpdateFlags<MeshType>::FaceBorderFromVF(m);
|
|
typename MeshType::template PerVertexAttributeHandle<VertexPointer> sources;
|
|
sources = tri::Allocator<MeshType>:: template GetPerVertexAttribute<VertexPointer> (m,"sources");
|
|
|
|
for(int iter=0;iter<relaxIter;++iter)
|
|
{
|
|
if(cb) cb(iter*100/relaxIter,"Voronoi Lloyd Relaxation: First Partitioning");
|
|
// first run: find for each point what is the closest to one of the seeds.
|
|
|
|
tri::Geodesic<MeshType>::Compute(m,seedVec, df,std::numeric_limits<ScalarType>::max(),0,&sources);
|
|
if(vpp.colorStrategy == VoronoiProcessingParameter::DistanceFromSeed)
|
|
tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
|
|
// Delete all the (hopefully) small regions that have not been reached by the seeds;
|
|
|
|
if(vpp.deleteUnreachedRegionFlag)
|
|
DeleteUnreachedRegions(m,sources);
|
|
//static_cast<VertexPointer>(NULL) has been introduced just to avoid an error in the MSVS2010's compiler confusing pointer with int. You could use nullptr to avoid it, but it's not supported by all compilers.
|
|
//The error should have been removed from MSVS2012
|
|
std::pair<float,VertexPointer> zz(0.0f,static_cast<VertexPointer>(NULL));
|
|
std::vector< std::pair<float,VertexPointer> > regionArea(m.vert.size(),zz);
|
|
std::vector<VertexPointer> borderVec;
|
|
std::vector<FacePointer> cornerVec;
|
|
std::vector<FacePointer> borderCornerVec;
|
|
|
|
GetAreaAndFrontier(m, sources, regionArea, borderVec, cornerVec,borderCornerVec);
|
|
|
|
// Smaller area region are discarded
|
|
Distribution<float> H;
|
|
for(size_t i=0;i<regionArea.size();++i)
|
|
if(regionArea[i].second) H.Add(regionArea[i].first);
|
|
|
|
if(vpp.colorStrategy == VoronoiProcessingParameter::RegionArea)
|
|
{
|
|
float meshArea = tri::Stat<MeshType>::ComputeMeshArea(m);
|
|
float expectedArea = meshArea/float(seedVec.size());
|
|
for(size_t i=0;i<m.vert.size();++i)
|
|
m.vert[i].C()=Color4b::ColorRamp(expectedArea *0.75f ,expectedArea*1.25f, regionArea[tri::Index(m,sources[i])].first);
|
|
}
|
|
|
|
float areaThreshold=0;
|
|
if(vpp.areaThresholdPerc != 0) areaThreshold = H.Percentile(vpp.areaThresholdPerc);
|
|
|
|
// qDebug("We have found %i regions range (%f %f), avg area is %f, Variance is %f 10perc is %f",(int)seedVec.size(),H.Min(),H.Max(),H.Avg(),H.StandardDeviation(),areaThreshold);
|
|
|
|
if(cb) cb(iter*100/relaxIter,"Voronoi Lloyd Relaxation: Searching New Seeds");
|
|
|
|
tri::Geodesic<MeshType>::Compute(m,borderVec,df);
|
|
|
|
if(vpp.colorStrategy == VoronoiProcessingParameter::DistanceFromBorder)
|
|
tri::UpdateColor<MeshType>::PerVertexQualityRamp(m);
|
|
|
|
// Search the local maxima for each region and use them as new seeds
|
|
std::vector< std::pair<float,VertexPointer> > seedMaxima(m.vert.size(),zz);
|
|
for(VertexIterator vi=m.vert.begin();vi!=m.vert.end();++vi)
|
|
{
|
|
assert(sources[vi]!=0);
|
|
int seedIndex = tri::Index(m,sources[vi]);
|
|
if(seedMaxima[seedIndex].first < (*vi).Q())
|
|
{
|
|
seedMaxima[seedIndex].first=(*vi).Q();
|
|
seedMaxima[seedIndex].second=&*vi;
|
|
}
|
|
}
|
|
std::vector<VertexPointer> newSeeds;
|
|
for(size_t i=0;i<seedMaxima.size();++i)
|
|
if(seedMaxima[i].second)
|
|
{
|
|
seedMaxima[i].second->C() = Color4b::Gray;
|
|
if(regionArea[i].first >= areaThreshold)
|
|
newSeeds.push_back(seedMaxima[i].second);
|
|
}
|
|
|
|
|
|
for(size_t i=0;i<borderVec.size();++i)
|
|
borderVec[i]->C() = Color4b::Gray;
|
|
|
|
for(size_t i=0;i<cornerVec.size();++i)
|
|
for(int j=0;j<3;++j)
|
|
cornerVec[i]->V(j)->C() = Color4b::Green;
|
|
|
|
for(size_t i=0;i<seedVec.size();++i)
|
|
seedVec[i]->C() = Color4b::Black;
|
|
|
|
swap(newSeeds,seedVec);
|
|
|
|
for(size_t i=0;i<seedVec.size();++i)
|
|
seedVec[i]->C() = Color4b::White;
|
|
}
|
|
|
|
// tri::Allocator<MeshType>::DeletePerVertexAttribute (m,"sources");
|
|
}
|
|
|
|
|
|
// Base vertex voronoi coloring algorithm.
|
|
// it assumes VF adjacency. No attempt of computing real geodesic distnace is done. Just a BFS visit starting from the seeds.
|
|
static void TopologicalVertexColoring(MeshType &m, std::vector<VertexType *> &seedVec)
|
|
{
|
|
std::queue<VertexPointer> VQ;
|
|
|
|
tri::UpdateQuality<MeshType>::VertexConstant(m,0);
|
|
|
|
for(size_t i=0;i<seedVec.size();++i)
|
|
{
|
|
VQ.push(seedVec[i]);
|
|
seedVec[i]->Q()=i+1;
|
|
}
|
|
|
|
while(!VQ.empty())
|
|
{
|
|
VertexPointer vp = VQ.front();
|
|
VQ.pop();
|
|
|
|
std::vector<VertexPointer> vertStar;
|
|
vcg::face::VVStarVF<FaceType>(vp,vertStar);
|
|
for(typename std::vector<VertexPointer>::iterator vv = vertStar.begin();vv!=vertStar.end();++vv)
|
|
{
|
|
if((*vv)->Q()==0)
|
|
{
|
|
(*vv)->Q()=vp->Q();
|
|
VQ.push(*vv);
|
|
}
|
|
}
|
|
} // end while(!VQ.empty())
|
|
|
|
}
|
|
|
|
// Drastic Simplification algorithm.
|
|
// Similar in philosopy to the classic grid clustering but using a voronoi partition instead of the regular grid.
|
|
//
|
|
// This function assumes that in the mOld mesh, for each vertex you have a quality that denotes the index of the cluster
|
|
// mNew is created by collasping onto a single vertex all the vertices that lies in the same cluster.
|
|
// Non degenerate triangles are preserved.
|
|
|
|
static void VoronoiClustering(MeshType &mOld, MeshType &mNew, std::vector<VertexType *> &seedVec)
|
|
{
|
|
std::set<Point3i> clusteredFace;
|
|
|
|
FaceIterator fi;
|
|
for(fi=mOld.face.begin();fi!=mOld.face.end();++fi)
|
|
{
|
|
if( (fi->V(0)->Q() != fi->V(1)->Q() ) &&
|
|
(fi->V(0)->Q() != fi->V(2)->Q() ) &&
|
|
(fi->V(1)->Q() != fi->V(2)->Q() ) )
|
|
clusteredFace.insert( Point3i(int(fi->V(0)->Q()), int(fi->V(1)->Q()), int(fi->V(2)->Q())));
|
|
}
|
|
|
|
tri::Allocator<MeshType>::AddVertices(mNew,seedVec.size());
|
|
for(size_t i=0;i< seedVec.size();++i)
|
|
mNew.vert[i].ImportData(*(seedVec[i]));
|
|
|
|
tri::Allocator<MeshType>::AddFaces(mNew,clusteredFace.size());
|
|
std::set<Point3i>::iterator fsi; ;
|
|
|
|
for(fi=mNew.face.begin(),fsi=clusteredFace.begin(); fsi!=clusteredFace.end();++fsi,++fi)
|
|
{
|
|
(*fi).V(0) = & mNew.vert[(int)(fsi->V(0)-1)];
|
|
(*fi).V(1) = & mNew.vert[(int)(fsi->V(1)-1)];
|
|
(*fi).V(2) = & mNew.vert[(int)(fsi->V(2)-1)];
|
|
}
|
|
}
|
|
|
|
}; // end class VoronoiProcessing
|
|
|
|
} // end namespace tri
|
|
} // end namespace vcg
|
|
#endif
|